Wednesday, 13 July 2016

Killerwatt on the Amstrad platform, Below is a concept of the title page :)

Recreated the Alligator "Software with Bite" Logo (updated)

With thanks to DevilMarkus via CPCwikiforum we have an adapted "Alligata Logo (Mode 1) from Who Dares Wins II" coded in Basic. This animated Gif recorded and exported from WinApe (PC) and Prism (NCH Software).

Monday, 20 June 2016

Panic in Robot City. I spent a few moment yesterday playing with a few Mode 0 pixels :) Really enjoying the challenge working with double wide pixels.Nearly lost this image from some accidental deletion (thankfully I could recover the file)

Wednesday, 15 June 2016

I'm a big fan of Sam Dyer's Bitmap Books. I plan on buying all of his creations via Kickstarter Campaigns. Currently raising money for the Nintendo Entertainment System/Famicom Compendium, I do hope he reaches the goal of £175,000 so we can all enjoy the Lenticular Slipcase.More importantly, I hope on his todo list is an Amstrad Book, and in the spirit of this was curious what the cover might look like. This concept was lightly based off the ZX Spectrum Compendium.The colour of each box below represents 26 (+ black) of the 27 colour palette the Amstrad CPC computers have.

Friday, 6 May 2016

Its been a very busy last few months working on a few games, so sadly games that don't "as yet" have programmers don't get as much as attention. The Last UFO game for the Amstrad is slowly coming together and I have finally resolved the interaction between player and enemy. Bullets from both will now be homing, it will simplify the gameplay by not having to be positioned and facing the correct direction in order to shoot. The only downside is you have to be fairly close to be able to shoot accurately as the bullets have finite distance :)

The Egyptian Level concept below is now converted to 16 colours (this is the maximum colours that mode 0 can have out of its 27 in total)

At the top is the tileset and to the top right you can see the colour palette.

Some Drawings in Pencil of some enemy ideas.

Below are some of the sketches converted into Amstrad Mode 0 pixels :)

This is the current sprite sheet, some are of course just placeholders for tiles that will be replaced with new ones. At the bottom are various collectables (in gold). The palettes allocated for each level is shown on the right hand side. Notice 12 colours are locked out for all other game collectables, player, score panel and title splash page and various effects. The last four colours beyond the dark blue are for foreground and enemies of that level.